Video & Sound Production / Project 1: Audio Editing Exercises

29.08.22 - 23.10.22 (Week 1- Week 9)
Janaan Ahmed (0353333)
Video & sound Production / BDCM
Project 1: Audio Editing Exercises

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Instructions


EXERCISE 1: AUDIO DUBBING
For this exercise we have to edit sound effects, dialogue, and ambience into a muted clip from Disney Pixar's Soul. We have the choice of using sound effects from free resources (freesounds.org & 99sounds.org), however the dialogue is to be recorded by us:

Fig 1.1: Provided script (left) and list of recorded audio files (right)

We had to watch the clip closely to get the dubbing to line up. All the dialogues were recorded on my phone. After importing the audio files and the clip onto Premier Pro, I lined the dubbing to match the clip. Afterwards I used the pitch changer (high pitch for the cat & low pitch for the man).

Fig 1.2: Using the pitch changer

After importing all the necessary audio files for the sound effects and ambience, I then used the Audio Gain feature to alter the volume for each one. 

Fig 1.3: Using audio gain to alter volume

Mr. Martin mentioned that the rule of thumb is to keep the:
  • dialogue between -6 to -10 dB
  • ambience between -15 to -20
  • sound effects anywhere between dialogue and ambience
I used a total of 17 audio tracks for this clip as shown below:

Fig 1.4: Audio track list

Final Outcome:


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EXERCISE 2: SOUND SHAPING
We are given a single clip of an audio and are to alter it to fit into different scenarios:
  1. On a phone call
  2. Inside a closet
  3. Inside a bathroom
  4. Inside a cave
We learned to use Adobe Auditions for this exercise.
 
1. Phone Call
Mr. Martin taught us to utilise the Parametric Equaliser to achieve a phone call effect. I learned that the bass sits on the left and treble on the right. To achieve this effect we: 
  • decrease the bass + treble
  • increase the mid range so it sits between appx. 500 Hz - 2Khz.
  • We are also to save this as a mono audio file

Fig 2.1: EQ settings for phone call effect  

2. Inside closet
To achieve this effect we:
  • bring down the treble
  • adjust mid range accordingly until desired result is achieved
  • the bass remains unchanged
  • This file and the other 2 will be saved as stereo audio files.
Fig 2.2: EQ settings for muffled effect

3. Inside bathroom
For this effect we learned to use the Reverb effect. 

Fig 2.3: Reverb settings for inside bathroom

4. Inside a cave
Similar to the above scenario, we are encouraged to experiment to see what works. To create spaciousness, dry > wet.

Fig 2.4: Reverb settings for inside cave

FINAL OUTCOME:

1. Phone call:

2. Inside closet:

3. Inside bathroom:

4. Inside cave:


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EXERCISE 3: SOUND DESIGN
We are provided 3 audio clips and are to utilise them to make:
  1. Magnified explosion
  2. Triple punch
  3. Monster/ alien voice
1. Magnified Explosion
Mr. Martin showed us how to go about approaching this particular prompt in a tutorial. We are advised to make copies of the original to make edits. In a nutshell, the final output is comprised of 5 tracks:
  1. Original
  2. Original (with stretch + pitch shift)
  3. Original (pitch down)
  4. Reverse (for buildup/ anticipation)
  5. Reverse (pitch down)
Fig 3.1: Adding track 2 (after pitch shift + stretch)

To create the build-up that happens before the explosion, we add a reverse effect to a copy of the original, and place it on track 3. The clips are moved to accommodate track 3. Also we are required to add fade effect to each clip so smoothen the audio transitions.

Fig 3.2: Adding Reverse effect for buildup

After creating the required 5 tracks, we made further edits on the Mixer window, adding Reverb, and making adjusts on the EQ.

Fig 3.3: Adjust EQ on mixer

Fig 3.4: Adjust Reverb on mixer

Fig 3.5: Mixer reverb settings 

As the output audio is ways above 0 dB (too loud), we add the Hard Limiter and set the maximum amplitude to -0.1 dB. And that's it!

Fig 3.6: Setting Hard Limiter on final output


2. Triple Punch
I will make 3 variations of the provided 'punch' audio to make this prompt sound like a combo move, using similar techniques done for the explosion. I used the Pitch Shift + Stretch, EQ, and Reverse, Reverb effects to get the desired outcome. The mix is comprised of 4 tracks:
  1. Punch 1 (quick)
  2. Punch 2 
  3. Anticipatory swish
  4. Punch 3 (Final blow)
Unfortunately I accidentally deleted some of my process screenshots, except for 1. I tried to increase the bass to simulate/ emphasise the impact of the punches.

Fig 3.7: Adjusting EQ of final punch output

3. Monster/ Alien voice
This prompt is fairly simple, and unlike the other 2, I only used the flanger effect, and minor modifications on the EQ, as well as slight reverb.

Fig 3.8: Trimming provided audio


Fig 3.9: Adding flanger effect and adjusting settings

Fig 3.10: Adjusting Reverb


FINAL OUTCOME:

1. Magnified Explosion: 


2. Triple Punch:


3. Alien Voice:




Reflections

EXPERIENCE
Everything from this project is new to me and the learning experience was very enjoyable. Adobe auditions looked very foreign and hard to understand at first glance, but Mr. Martin's tutorials are always super easy to understand, which makes experimenting on the program quite fun. My mistake though was leaving everything to the last minute to complete, well except for exercise 1. 

OBSERVATION
I've observed that sound design is all about testing your creativity to find what suits a particular object/scenario/theme. It's interesting that something like the cracking of bones (a classic example yes) can be simulated by breaking apart a bunch of celery. How incredible what the mind can be convinced of! I also found it interesting to note how every little sound adds to the ambience, and directly influences the impact of a scene/ the story/ message that one wants to convey. 

FINDINGS
I definitely took sound for granted and found it humbling to learn the underrated role it plays in a lot of things. I've learned that the world's your oyster in sound design and audio editing, because sometimes the most convincing outcomes have been, and are made from looking at the unexpected and thinking outside the box. Also what a fun job foley artists have!

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